A+E Interactive » Medieval Moves: Deadmund’s Questhttp://blogs.mercurynews.com/aei
Bay Area Arts and Entertainment BlogMon, 30 Mar 2015 12:40:46 +0000en-UShourly1http://wordpress.org/?v=3.5.1E311: Medieval Moves: Deadmund’s Quest gives me some hope for the PlayStation Movehttp://blogs.mercurynews.com/aei/2011/06/17/e311-medieval-moves-deadmumds-quest/
http://blogs.mercurynews.com/aei/2011/06/17/e311-medieval-moves-deadmumds-quest/#commentsFri, 17 Jun 2011 17:00:20 +0000Gieson Cachohttp://blogs.mercurynews.com/aei/?p=21995
To say that the PlayStation Move games have been disappointing is an understatement. Before E3, I would have said that the control scheme was either slowly wasting away from gamer apathy or on a virtual deathbed, rasping for breath, waiting… Continue Reading →]]>
To say that the PlayStation Move games have been disappointing is an understatement. Before E3, I would have said that the control scheme was either slowly wasting away from gamer apathy or on a virtual deathbed, rasping for breath, waiting for someone to pull the plug on life support. But Sony surprised me at the expo by showing a renewed support for the peripheral and rounding up solid backing behind it. (Irrational Games’ BioShock Infinite immediately comes to mind.)
But honestly, the only Move game I wanted to see was Sorcery. I expect that action title to save peripheral, but the next best thing was a game called Medieval Moves: Deadmund’s Quest. Developed by Zindagi Games, the minds behind Sports Champion, the studio used what it learned from that minigame collection and incorporated into an action game.
A SIMPLE BUT INTUITIVE SCHEME: It uses a single controller and lets player attack with a sword, bow and arrow or throwing stars. To do all this is simple. Swing the Move controller lets players slice and dice enemies. They can hold down a button to bring up a shield that lets them block attacks. It sounds easy to do, but because the Move controller tracks 1-to-1 motion, players will have to slash horizontally and vertically to attack an open area. Meanwhile, they’ll have to move the shield around to block in the direciton of an incoming assault. Afterward they can quickly counterattack.
Shooting a bow is easier. All players have to do is to reach toward their back with the Move controller as though they were pulling an arrow from a quiver (They’ll have to hold down a button to perform the action.) and then they’ll have to point and aim the Move controller at the screen and release the button to fire. Throwing stars work like Sports Champion’s Frisbee golf. They’ll have to do the same motion with a wrist flick. This was difficult for me to do, and it’ll take some practice, but it also seems to be the easiest way to kill enemies.
What makes the combat work is that players can switch between swords, arrows and projectiles seamlessly. It so feels natural that anyone can pick it up and do fairly well.
MOVEMENT IS THE RUB: But the one caveat is that Deadmund’s Quest is a guided experience aka it’s on rails. Players don’t have direct control over the movement most of the time. That may turn some hard-core gamers off, but I didn't mind it. They’ll follow the hero as he storms the castle. They’ll be to do some strategic damage like shoot exploding barrels or pick up items by tossing projectiles at them. The game will even stop for you to do a little wreckless damage at some points, but for the most part, you go where Deadmund goes.
Occassionally, there are branching paths, where the hero will have to pick a new path to go through. There’s also grappling hook he uses to get around. All players have to do is point the Move controller down to activate it, target a hook and fire.
The only other problem I see is that the gesture for drinking a health potion and the pulling an arrow out of your imaginary quiver are simple. The only difference is which button you press. That could lead into some mix-ups, where players drink their last power-up when they wanted to get an arrow and vice versa.
PUZZLES MIXED INTO THE GAMEPLAY: Lastly, there are puzzles that Deadmund encounters and this is where the Move controls get interesting. He’ll have to either shoot down moving targets with the bow and arrow or he’ll have to figure out the symbols on a lock to open a door. There’s even a balancing portion, where player has to hold out their arms to walk across a narrow beam. It could add some needed variety to the gameplay.
Lastly, players can use two controllers with the game. It doesn’t fundamentally change Deadmund’s Quest that much. The second controller will be used to aim the bow and arrow better. Meanwhile, having two Move controlls lets players throw two projectiles instead of one.
Deadmund’s Quest may not be as promising as Sorcery, but it still looks like an experience worth a try when it comes out later this year.
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